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Review of Trine 4: The Nightmare Prince on PS4

by Chucky Chucky photo Oct 2019
Cover image of Trine 4: The Nightmare Prince on PS4
Gamefings Score: 8/10
Platform: PS4 PS4 logo
Released: 08 Oct 2019
Genre: Puzzle-platform, Action-adventure
Developer: Frozenbyte
Publisher: Modus Games

Introduction

Trine 4: The Nightmare Prince arrives like a polite sequel: it apologizes for Trine 3's awkward detour into 3D, straightens its tie, and returns to the comfortable two-dimensional stagecraft that made the series a cozy spot for cooperative puzzling. Developed by Frozenbyte and published by Modus Games, this is a 2.5D platformer where physics is both friend and petty antagonist. You control three very different heroes - Amadeus the wizard, Zoya the thief, and Pontius the knight - and swap between them like someone toggling between streaming tabs when they can't decide which hobby to abandon. The plot is suitably fantastical and only intermittently tragic: Prince Selius, a magic kid who treated a spellbook like a diary of bad ideas, loses control of his nightmare powers and scatters shadowy chaos across the kingdom. The Astral Academy recruits the Trine trio to bring him back, which mostly involves pulling innocents out of their dreams, fighting manifestations of gloom, and employing increasingly elaborate uses for wooden planks. The game also tucks in a whimsical side tale called "Melody of Mystery," where a genie-in-training misunderstands naps, trapping students in their happiest dreams. If you've ever wanted redemption arcs with a dose of field-trip therapy, this delivers. Trine 4 is not trying to reinvent cooperative adventuring. It's trying to remind you why the old recipe worked in the first place: tight character designs, inventive physics puzzles, and a visual charm that makes falling into spikes feel almost picturesque. It mostly succeeds, with the occasional nudge from technical hiccups and some puzzles that decide to be less inspired than others.

Gameplay

Gameplay is a tidy blend of puzzle-platforming and light action, polished to the point where the main question is how cleverly you can abuse the environment. The game returns to the classic 2D movement of the series while keeping a 3D visual layer: you move left and right, but the levels have depth and layers of parallax that make every frame Instagram-ready for people who like medieval ruin aesthetics. The three heroes are the whole toolbox. Amadeus conjures boxes, planks, and spheres, and performs telekinesis on certain objects; Zoya fires arrows, ropes things into submission (either as swings, tethers, or impromptu rope bridges), and generally behaves like a freelance engineer who moonlights as an archer; Pontius is a blunt instrument with a sword and a shield, useful for smashing things and reflecting projectiles. The character-swapping is immediate and satisfying - you'll be toggling between them constantly to solve puzzles that are, on paper, simple, but on execution often demand a particular sequence and a light touch with the physics engine. Trine 4's puzzles lean on physics predictability and clever composition more than brain-bending lateral thinking. Some sequences are genuinely delightful: building a Rube Goldberg-esque contraption with summoned planks, slinging Zoya across gaps to trigger switches, and using Pontius's shield to reflect a barrage into a pressure plate. Other puzzles are content to be serviceable, nudging you toward the obvious solution with token-based progression. Speaking of tokens, the game reintroduces character progression absent from Trine 3: optional abilities can be purchased with collectible tokens, unlocking new ways to approach older levels. This encourages replayability if you like the idea of revisiting earlier stages and abusing new tricks to solve puzzles in a smug, more efficient fashion. Combat exists, but it's subsidiary to the puzzle work. Enemies are more of an obstacle course element than a primary focus: expect to block, strike, and kite with predictable attack patterns rather than engage in deep systems. Difficulty tends to be on the gentle side; newcomers will cruise through most encounters, whereas seasoned puzzle-platform fans might wish for a harder curve. Multiplayer is supported, and the game shines when cooperation is necessary: nothing says bonding like arguing over who gets to conjure the next box. If you're playing solo, quick swapping keeps things moving so you don't feel like the game was secretly balanced only for coordinated human teams.

Graphics

Trine 4's aesthetic is earnest and unashamedly pretty. The 2.5D presentation layers painterly backgrounds and detailed foregrounds, resulting in levels that look like someone took a fairy-tale postcard and animated it for a slightly melancholic theatre. Lighting is used narratively - appropriate, given the story about light feeding shadow - and the contrast between luminous forests and shadow-haunted nightmares is visually satisfying without being smug about it. Animations are crisp and often charming: Amadeus summons objects with a flourish, Zoya moves with thief-like economy, and Pontius feels weighty in a way that keeps a player from trying acrobatic nonsense with him. The physics feel deliberate; when a bridge collapses or a plank topples, it's because the game calculated the joke and you were the punchline. Technical issues are relatively mild on PS4: occasional frame dips and some camera or clipping oddities pop up, but none of them are consistently game-breaking. The production values, from set design to the score by Ari Pulkkinen, make the whole experience cohere into something that is, to borrow from Eurogamer's summary, outrageously pretty and newly refined.

Conclusion

Trine 4: The Nightmare Prince is a safe sequel in the best possible way: it undoes the series' brief identity crisis, returns to the elements that worked, and polishes them until they shine. It won't shock you with revolutionary mechanics, and seasoned players might sigh at a lack of brutal challenge, but it will happily hold your hand through a satisfyingly constructed string of puzzles and scenic vistas. The game's token-driven upgrades add a welcome wrinkle for completionists, and cooperative play remains its strongest suit - argument-inducing, laughter-producing, and occasionally heroic. On PS4, this feels like a confident return-to-form: mostly smooth, reliably charming, and rewarded by critics with generally favorable scores (Metacritic hovering around the 80 mark; IGN gave it an 8.5/10). If your idea of a good night is solving physics-based conundrums with friends while looking at very pretty ruins, consider Trine 4 a solid buy. If you need your platformers to be punishing or your puzzles to be esoteric, you may find it pleasantly mild-mannered. I rate it 8 out of 10 - which is exactly the same level of enthusiasm you display when someone offers you cake and you accept with restrained gratitude.

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